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gl renderer: Don't use texture ids in glBindFramebuffer calls
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@ -2465,6 +2465,9 @@ gsk_gl_renderer_do_render (GskRenderer *renderer,
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gsk_gl_renderer_add_render_ops (self, root, &render_op_builder);
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/* We correctly reset the state everywhere */
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g_assert_cmpint (render_op_builder.current_render_target, ==, texture_id);
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/*g_message ("Ops: %u", self->render_ops->len);*/
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/* Now actually draw things... */
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@ -2540,7 +2543,7 @@ gsk_gl_renderer_render_texture (GskRenderer *renderer,
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gsk_gl_driver_end_frame (self->gl_driver);
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/* Render the actual scene */
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gsk_gl_renderer_do_render (renderer, root, viewport, texture_id, 1);
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gsk_gl_renderer_do_render (renderer, root, viewport, fbo_id, 1);
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texture = gdk_gl_texture_new (self->gl_context,
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texture_id,
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